Mystara: The Journey...
Halfling Wielder of Wild Magic
Race: Halfling (Lightfoot)
Class: Sorcerer (Wild Magic)
Height: 4 ft
Weight: 40 lb
Alignment: Chaotic Good
Languages: Darokinian, Halfling
Strength: 10 (could someone help me move this?)
Dexterity: 14 (not a rogue)
Constitution: 16 (keeping wild magic under control has made him tougher than he looks)
Intelligence: 10 (read a book? I’d rather go fishing)
Wisdom: 11 (restraint is my middle name! fails bluff check)
Charisma: 18 (the aura of power grants him a certain magnetism, plus there’s that good ol’ Halflling charm. Also, great singing voice)
Max Hit Points: 74
Hit dice: 10d6 +3
AC: 12 (15 with Mage Armor)
Attack (with weapons): +6
Attack (with spells): +8
Spell DC: 16
Sorcery Points: 10
Maximum Encumbrance: 51 – 100 (encumbered); 101 – 150 (heavily encumbered); 151 – 300 (push/drag/lift)
Lightfoot: (+2 DEX, +1 CHA)
Brave: You have advantage on saving throws against being frightened.
Lucky: When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
Halfling Nimbleness: You can move through the space of any creature that is of a size larger than yours.
Naturally Stealthy: You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.
Font of Magic: At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points.
Flexible Casting: You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points.
Metamagic: You can twist your spells to suit your needs. Gain two Metamagic options, and another one at 10th and 17th level.
Quickened Spell (metamagic option): Spend 2 sorcery points to cast a spell as a bonus action.
Twinned Spell (metamagic option): Spend 1 sorcery point per spell level to have a spell target two creatures instead of one.
Heightened Spell (metamagic option): When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery
points to give one target of the spell disadvantage on its first saving throw made against the spell.
Wild Magic Surge: Your spellcasting can unleash surges of untamed magic. Immediately after you cast a sorcerer spell of 1st level or higher, the DM can have you roll a d20. If you roll a 1, roll on the Wild Magic Surge table to create a random magical effect.
Tides of Chaos: You can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw. Regained after long rest. Any time before you regain the use of this feature, the DM can have you roll on the Wild Magic Surge table immediately after you cast a sorcerer spell of 1st level or higher. You then regain the use of this feature.
Bend Luck: You have the ability to twist fate using your wild magic. When another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction and spend 2 sorcery points to roll 1d4 and apply the number rolled as a bonus or penalty to the creature’s roll. You can do so after the creature rolls but before any effects of the role occur.
Background: Folk Hero – You come from a humble social rank, but you are destined for so much more. Already the people of your home village regard you as their champion, and your destiny calls you to stand against the tyrants and monsters that threaten the common folk everywhere.
Feature: Rustic Hospitality – Since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.
Skills: Animal Training, Survival
Tool Proficiency: Cooking tools
Mount Proficiency: Mule
Additional Concentration Spell (Bonus Feat)
Ability Boost: +1 Cha +1 Con
Ability Boost: +1 Cha +1 Con
Animal Handling +4 (country boy)
Arcana +4 (can’t help picking up bits of information here and there)
Persuasion +8 (see above regarding charm. Plus singing voice)
Survival +4 (long time on the run)
Staff (Halflling-sized, Arcane Focus) (4 lb)
Backpack (5 lb)
Bedroll (7 lb)
Mess kit (1 lb)
Change of clothes (5 lb)
3 days Rations (10 lb)
Waterskin (5 lb)
Soap (1 lb)
Signal Whistle (1 lb)
Rope (silk, 50ft) (5 lb)
Total Weight Carried 39 / 51
Shackles of Magical Absorption
Gem of Brightness number of charges unknown.
Bright light for 30 ft and dim light for additional 30 ft (costs no charge)
Beam of light (costs 1 charge): Targets 1 creature within 60 ft, con save vs DC 15 or blinded for 1 minute, re roll save at end of each turn
Blinding light (costs 5 charges): Enemies in 30 ft cone save vs blindness
Ring of Warmth
Resistance to cold
Unharmed by temperatures up to -50 degrees farenheit
Amulet of Translation
On person – 30gp, 5sp
Bank (in Darokin) – 500gp
Daily Upkeep – 2gp
Mule: Speed – 40, Capacity – 420 lb
Carried on Mule 7 Days of Rations (14 lb)
Iron Pot (10 lb)
2 sets of Travelers Clothes (8 lb)
Jug (4 lb)
Cask of ale
Tent (20 lb)
Cook’s Utensils (8 lb)
Total Weight on Mule 64
Cantrips: Fire Bolt, Acid Splash, Light, Prestidigitation, Mage Hand, Friends
Level 1 Spells: Mage Armor, Shield, Misty Step, Feather Fall
Level 2 Spells:
Level 3 Spells: Blink, Haste, Fireball
Level 4 Spells: Blight, Dimension Door
Level 5 Spells: Cone of Cold, Hold Monster
Inspiration 1 / 0
Tides of Chaos 1 / 1
Hitpoints 74 / 71
Hitdice 10d6 + 3 / 10d6 + 3
Sorcery Points 10 / 2
Level 1 4 / 1
Level 2 3 / 0
Level 3 3 / 0
Level 4 3 / 0
Level 5 2 / 0
“Taming the raging Storm within was no easy task. Until I switched to a stronger ale.”
Halflings are known for being amicable folk, but Aidan would beg to differ. From a young age he was prone to mood swings, which coupled with the burden of controlling the chaotic energies inside him, have given him a solemn disposition. This, together with his rather exotic appearance, meant that in a village of Hin it was always easy to pick him out from the crowd. A little too easy for his liking, hence his decision to leave said village.
So if you’re looking for that good old halfling cheer, look elsewhere. On the other hand, if it’s their fierce sense of loyalty and hatred of injustice you’re more interested in, you won’t be disappointed. While his experiences may have given him a less rosy outlook on life than his people are known for, they’ve ensured that halfling love of freedom runs as deep in his veins as the mysterious magicks that flow through his blood.
A Brief History
I could tell you that my village cast me out. I could whine about how I never asked for these powers. But I’ll save you the sob stories. The truth is I left The Five Shires of my own choice; I couldn’t stand all their smiling, happy faces. They had what I’d never have, peace.
So I left to find somewhere I belonged, but it turned out that a lot of people have a lot of different ideas on where a magic-using Halfling belongs. During my travels I met up with a group led by a mage who immediately recognized my ‘gift’, and offered to take me to someone who could show me how to harness it.
We traveled many weeks together, fought many battles, spent many a night drinking ourselves merry; and at the end he sold me to Glantrian slavers. “Well, I never said they’d show you how YOU could harness it”, he pointed out, as the slaver tossed him a purse full of gold and had me stuffed into a crate. Well, at least I was deemed a valuable commodity.
Funny; you spend most of your life feeling like a tinderbox that could go off at any second, and then the one time you actually need that to happen, nothing comes. After spending days locked up in that box, accidentally setting myself on fire would have been a mercy, but it seemed my captors had taken precautions against that.
Either way, whatever time I had conscious was mostly spent banging on the lid begging to be let free, or wishing I was unconscious. From what I could tell, the crate changed hands a few times, and after what seemed like years of being trapped in a space that felt small even more me, I awoke one day to the sound of voices outside, followed by a loud thud.
By that time, I’d learned that calling for help only resulted in someone shaking the crate and yelling for me to be silent; so I kept still, and tried to make out what was being said. They were arguing, and someone mentioned something about a hammer, and how they’d have no problem hitting someone else with it repeatedly.
Then I heard the sound of coughing and spluttering, people vomiting. Not just any people; I recognized Halfling voices. Someone was opening all the crates! I readied myself, heart pumping in my chest. Sure enough the lid burst open and glorious sunlight poured in. I immediately leaped out, unleashing what little energy I had left. There was a fizzle of lightning and flame; completely ineffective, but it provided the distraction I needed. I ran for the woods.
And so it was that I came to meet Gotryk & Co Fourhire. They told me later that I had managed to get about 10 feet before passing out; my severely weakened body unable to take the strain of expending even such a low amount of magical energy.
Gotryk Korrin, whom I later learned was the one to whom I owed my freedom, nursed me back to health and welcomed me into the company. After a long time traveling with them, I feel I’ve finally found what I set out to find in the first place, although I’ll be the first to admit there are days I make them wish they could stuff me back in the crate.
The Dragon Horn The ancient horn sounds again, though no one knows its whereabouts or purpose. It is said to summon dragons.
The Ten Towns of Icewind Dale Sir Istavel believes another ‘Chosen’ may have emerged in this region, as the winter has come earlier than usual.
The Lost Tiefling A Tieling member of the Arcane Brotherhood may know the location of the Dragon Horn, but he has gone missing in action.
The Floating Citadel We may know the location where this mysterious floating citadel was last sighted.
A Wyrmspeaker We may know the whereabouts of the one of the Dragon order’s elite wyrmspeakers
Mills’ Hammer Since the horn began sounding, Mills’ weapon has been guiding him towards…something
The Ice Witch The Ten Towns are being menaced by an ice witch, who may be the “Chosen” we have come to find
Icewind Dale – Session 1
- Kavah and Talisi disappeared from the ship, probably by using a teleportation scroll. Their intentions are unclear.
- Recruited some guides to take us through the mountains to the ten towns
- Guides betrayed us and we killed them
- Met traders Bjorn, Silverstream and Aldo
- Attacked by Sabertooths, helped Aldo save his wagon
- Attacked by yeti’s as we arrived in the town, they were being controlled by a witch
Icewind Dale – Session 2
- Apothecary asked us to get back his money from Slim, who was paid to protect his store
- Saw an adventurer (named Vaelish) promising the Speaker (their word for Mayor) he would ‘find the one she seeks’
- Speaker is named Duvessah Shane
- Duvessah Shane mentioned racketeering in town
- Met with sheriff named Markham Southwell
- Sheriff told us the barbarian (named Hengar) was accused of stealing by a merchant
- We found out the merchant (an old lady) had falsely accused the barbarian
- The old lady had a talisman of the winter goddess in her home
- The barbarian told us he came here to warn the town about a powerful ice maiden (we believe this is the Chosen we are looking for)
- Secured the barbarian’s release, he will take us to his king
- On the way, the barbarian tells us he has visited several towns looking for help
- Was attacked by a bear, turned it into a frog and threw it off a cliff
- We reach the barbarian’s tribe (known as Children of the Glacier)
- Hengar told us there are only four tribes remaining
- We find out what happened in Hengar’s absence: The Tribe of the Bear now worships the frost maiden, and their shaman wishes to align with her.
The Tribe of the Bear attacked the Tribe of the Elk and took off many of them to be sacrificed
Icewind Dale – Session 3
- We took a long rest in the tribe’s encampment
- Hengar introduced to some of his friends, including the tribe’s most accomplished tracker, named Fornal Hagbath
- Tribe tells us about ‘The Stranger’, a reclusive woman who has lived alone in the wilderness for around 30 years
- We join an expedition led by Fornal to rescue kidnapped tribesmen
- The tribesmen mentioned ‘Evermelt’, a sacred site for the tribes that they describe as an ‘oasis of warmth’
- Encountered a pack of wolves, killed them. May have been the ice witch testing us
- The wolves all had a six-pointed icicle tattoo, that Skyla determined were recent
- We reached Evermelt, where the Bear clan’s encampment is situated
- We launched an attack on the Bear clan, decimated them and killed their chieftain. We pushed through into the caves, killed the shaman and faced down the ice witch, who escaped along with her summoned dragon. We managed to rescue some of the captured tribesmen.